A team of researchers is encouraging us to swap textbooks for games, as they drive the application of games in learning, engagement and research. Known as 'serious games', these games are designed for more than just entertainment. Ranging from digital applications to physical board games, they are developed for learning, problem-solving, raising awareness, research, and stakeholder engagement-with potential in both schools and workplaces.
Read MoreKPMG in 2016 began rolling out a gamified training platform to educate employees about the firm's broader offerings in the hopes of making them more aware of potential services they could offer clients. Employees weren't required to take part in the gamified training, but those who did "Raced around the world" by answering questions about KPMG's offerings.
Read MoreResearchers at University of Central Florda developed an educational game to help older adults with cancer manage chemotherapy-related nausea and vomiting. The game - which takes about 15 minutes to complete - asks patients to make decisions for an older avatar to prevent nausea and vomiting.
Read MoreA team of researchers are encouraging us to swap textbooks for games, as they drive the application of games in learning, engagement and research. Known as 'serious games', these games are designed for more than just entertainment.
Read MoreGamification has become a go-to learning method in the classroom because of the power it holds to help keep students engaged at all levels. One of the major benefits of using gamification within the classroom is how it helps motivate your students to want to learn, thereby boosting engagement.
Read MoreTo read a narrative is to engage with an alternative world that has its own temporal and spacial structures. The rules that govern these structures may or may not resemble those of the readers' world." Storyworld means the mental model of these alternative worlds, which are also simultaneously transmedial, such that the Star Wars films, comics, books, board games, etc.
Read MoreEach industry adapts gamification to suit its unique needs, but the goal remains the same - to make apps more than just tools; to make them a part of users' daily lives. In the next section, we'll explore the tangible benefits of gamification in mobile apps and how it can revolutionize user interaction with your mobile product.
Read MoreThis post will cover how games and gamification after a training session can boost motivation and engagement in after-course activities. 4 Ways Games Are Effective After a Training Session Games are quick: Many games can be completed in 5 minutes or less.
Read More"I want to be part of creating more opportunities for Black people, for everyone who is underrepresented in games. I get people all the time who think of tabletop games as a 'white people hobby.' Games are for everyone. Fun is for everyone."
Read MoreDive into the world of a premier Stake India site that offers a vast array of games and enticing bonuses. Discover what sets it apart in the competitive landscape of online casinos.
Read MoreMy colleague, who was also attending the class with me, whispered to me that the person conducting this 6-week-long bootcamp was a veteran in the stock market.
Read MoreA growing body of study has been conducted in the past few years to determine whether using digital platforms, especially games, can help with mental health issues by offering knowledge, support, a sense of community, self-guided assistance, and even formal treatment.
Read MoreThe global pandemic, economic instability, social isolation, and other stressors have taken a toll on mental well-being, making it crucial to address and prioritize mental health support on a global scale.
Read MoreOn Friday, Feb. 9, a small group of select librarians and teachers from across the state will gather with game designers and scientists for a day-long workshop in Madison to develop a new educational computer game that will take learners to the furthest reaches of space.
Read MoreRecent trends reveal that games are becoming increasingly important to younger generations. Game-based learning vs gamification There are two broad ways in which games currently feature in education, namely gamification and game-based learning.
Read MoreCheck out our interview with one of the industry's most prominent creative minds for a quick dive into the immersive sim genre and Raphaël's approach to game development. Oleg Nesterenko, Game World Observer: I believe that one game design concept has grown to be almost synonymous with Raphaël Colantonio and Arkane, which is "Immersive sim," so let's start with that.
Read MoreYale archaeologist Veronica Waweru was conducting fieldwork in Kenya last summer when she received a tip from a local: Tourists were removing hand axes from a site inside the Lewa Wildlife Conservancy. Another site caught her eye during her visit: rows of shallow pits carved into a nearby rock ledge. Waweru thinks the pits were game boards once used for mancala, a family of two-player strategy games.
Read MoreNot everything is linked to something nefarious or has some underlying social commentary, writer says of popular board game Settlers of Catan. This piece titled 'What's unsettling about Catan: How board games uphold colonial narratives' goes on to explain how Catan follows a familiar pattern of other 'colonialist' games such as Risk and pretty much anything else where the goal is to get the most resources and build out into the playing surface to win the game.
Read MoreThe collective is a group of academics and creatives making thought-provoking art by exploring the seams of AAA video games. Firstly, it explores how games so often reproduce an uncritical, capitalist, imperialist political perspective. "We enjoy playing games a lot," says Klengel.
Read MoreIn video games where the protagonist plays an essential role in the plot and the player develops a strong bond with the character, it's entirely plausible that emotions may bleed from the character to the player. Cry of Fear is a horror video game that explores a wide range of particularly sensitive topics, from depression to self-harm, murder, and suicide.
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